The only rule to this little thought experiment is that you CANNOT remove push. Or any of the push maps. Or do anything that would lead to the removal of the first two things.
Go.
The only rule to this little thought experiment is that you CANNOT remove push. Or any of the push maps. Or do anything that would lead to the removal of the first two things.
Go.
Click, shift click, delete.
Timer starts at 0:00, instantly ending the match
…but who wins? 20chars
Everybody wins if there is no push.
Touche
20 characters
make the robot faster
like
at least x3 faster
Basically, you should push it, push it real good. Maybe try cooling by day, and working up a sweat by night. Those things should help you push it. I did my research.
I was thinking maybe play it like control. 3 smaller maps, first to 2 victories wins.
Not saying this is necessarily the best option, as it randomly popped in my head:
Change it such that the first team fight is a control point. To activate the robot, your team has to take the control point. After that, the controlling team wins by pushing the objective all the way. The other team’s objective is to keep it away.
If the controlling team pushes the objective over halfway to the end zone and time runs out, or if they push it all the way, they win. If the defending team either pushes it back to middle and recaptures the objective, or pushes it behind the halfway mark and time runs out, they win. Overtime rules apply as normal.
Essentially, the mode is changed such that the first team fight will determine the attacking/defending team, then it progresses from there, while retaining the push/pull element so that it doesn’t just turn into Payload. You’d probably need to tinker with match length & the robot walk speed, but those are less consequential IMO.
I think that would help preventing the sensation of snowballing and make the first team victory less impactful. Also, it would help the issue wherein a team has to do double effort to “even out” a match, which ties back to snowballing.
I think push is fine, i think it is designed for comp over qp though cause it is mode that is a once and done game mode none of those round…
My problem is more with map design it is more of an S patern then a creative purposful map flow.
Have both teams start out with the close spawn.
You want a scrappy game mode? There it is.
Once a team gets the 1st checkpoint, the enemy team gets the spawn that’s further back.
Honestly idk if this will fix the walking simulator that is push but I just hateeeee the damn walk + snowballing in that gamemode.
Hmm, not sure if fix is right word, but i would test some things like, removing the robot, and one barricade.
You have one thing to push for both teams, and spawns for both sides move with it, that could be good or bad but at least i would test it out with actuall players.
You fix it by deleting it.
Push was a mistake. 2cp is a much better mode.
Instead of constant 10 minutes + overtime, make the timer somehow be dynamic so that if a team wins the 1st teamfight and pushes almost to the finish then players don’t need to play out 7 minutes of a match that in 99,9% of cases has a clear winner.
Thanks for the tip!
Now, if one were trying to ascertain how to become number one in a hot party show, would you happen to have any advice for that?
You wait 2 more years until Blizz finally recognizes that nobody likes push and then they delete it, a la Paris and Ecopoint Horizon.
Come up with all the ideas you want, they’ll all fall on deaf ears.
All the while the player base slowly drops out, because who likes playing a game that forces you into a game mode half of your matches that sucks.
Make it so the bot auto moves to the center of the map and takes shot cuts like jumping off the bridge
I am not sure 2CP is the better mode, I just really liked anubis and volskaya. Hanamura was the worst map at launch and horizon/paris were horrendously bad.
While I was an adamant 2CP hater back in the day, I’m curious if it could work today with 6v6 and OW2 changes.